Light VS Darkness Era (development stage:statting)

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FireMaster
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Light VS Darkness Era (development stage:statting)

Post by FireMaster » October 22nd, 2007, 9:39 am

Basically,this era is designed to be a stereotyped era (light and darkness)

But it should be pretty cool

The Legions of Light.

These guys are basically your good guys.Like loyalists,they are all lawful.

Gimmick:3 different schools of combat,which are Mage,Men at Arms and Monk.

Trees:

Mages:

-->Gravimancer-->Geomancer
Apprentice-->Firemancer-->Pyromancer
-->Battle Mage-->War Mage


Men At Arms:

-->Axeman-->Axemaster
Fighter-->Captain-->Lord
-->Guard-->Protector

Scout-->Cavalry-->Cavalier

Ram-->Battle Ram

Monks

Monk-->High Monk-->Priest
-->Spiritual Monk-->Great Teacher
Last edited by FireMaster on November 11th, 2007, 5:09 am, edited 3 times in total.
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thespaceinvader
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Post by thespaceinvader » October 22nd, 2007, 9:41 am

Erm... your mage and monk unit trees (and the mind body spirit divisions that lead to them) sound a LOT like the qesicans (particularly the mage tree, in which three of the names including one complete line are directly from the qesicans). Originalityplz.
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Post by FireMaster » October 22nd, 2007, 9:44 am

Oooooops sorry Qes :oops:

Admittedly I did get the classes idea from the qesicans,but I had forgotten what the classes were....
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Dragonchampion
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I think its good...

Post by Dragonchampion » November 10th, 2007, 3:22 pm

I think its a good idea. Keep it up! (Of course, i'm a noob, so, :P )
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P

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Post by dontano » November 10th, 2007, 3:37 pm

The 2 ??? units will be something like "Geomancer" and "Great Teacher" perhaps... names are not the only thing u have to focus you know...(or not?)
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Dragonchampion
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Sounds good...

Post by Dragonchampion » November 10th, 2007, 3:43 pm

Those names fit in. What do you think, Firemaster?
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P

Oh, and also Creator of The War Of Terrador

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Post by FireMaster » November 10th, 2007, 10:15 pm

Modified first post for different names,also changed the 3 schools' names.



Stats:

Lvl 1's

Apprentice
HP:25 MP:5 Cost:18
Staff (impact) 6-1
Missile (fire) 6-3 magical
smallfoot

Fighter
HP:38 MP:6 Cost:14
Sword (blade) 7-3
smallfoot

Scout
HP:39 MP:8 Cost:19
Sword (blade) 6-3
Crossbow (pierce) 9-1
mounted

Ram
HP:44 MP:4 Cost:22
Ram (impact) 22-1
armoredfoot

Monk
HP:27 MP:5 Cost:20
Karate (impact) 5-4
Arcane Energy (arcane) 5-3
elusivefoot

Lvl 2s:

Gravimancer
HP:41 MP:5
Gravity Slam (impact) 10-2 melee
Boulder Crush (impact) 15-2 magical
smallfoot

Firemancer
HP:39 MP:5
Staff (impact) 5-2
Fireball (fire) 9-4 magical
smallfoot

Battle Mage
HP:43 MP:6
Leadership
Battlestaff (impact) 7-2
Missile (fire) 9-3 magical
smallfoot

Axeman
HP:50 MP:5
Battleaxe (blade) 11-3
smallfoot

Captain
HP:50 MP:6
leadership
Sword (blade) 7-4
smallfoot

Guard
HP:55 MP:5
Sword (blade) 10-3
Shield (impact) 15-1 slows
armoredfoot

Cavalry
HP:53 MP:8
Sword (blade) 7-4
Crossbow (pierce) 15-1
mounted

Battle Ram
HP:61 MP:4
Ram (impact) 32-1
armoredfoot

High Monk
HP:39 MP:6
Karate (impact) 7-4
Arcane Energy (arcane) 7-3
elusivefoot

Spiritual Monk
HP:40 MP:6
heals +8
Spiritual Hands (arcane) 6-4
Arcane Energy (arcane) 8-3
elusivefoot
Last edited by FireMaster on November 11th, 2007, 5:32 am, edited 2 times in total.
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Dragonchampion
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Post by Dragonchampion » November 11th, 2007, 2:30 am

I know im a noob, so can you explain what "armoredfoot" and "elusivefoot" means?
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P

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Post by irrevenant » November 11th, 2007, 3:31 am

Dragonchampion wrote:I know im a noob, so can you explain what "armoredfoot" and "elusivefoot" means?
Look in C:\Program Files\Wesnoth\data\core\units.cfg (or the equivalent for your operating system). It will give you the movement costs, resistances and defence percentages for units of armoredfoot and elusivefoot movetypes (amongst others).

Basically Elusivefoot is how the fencer moves/defends and Armoredfoot is how the Heavy Infantryman moves/defends.

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Post by dontano » November 11th, 2007, 8:52 am

You know, copying and pasting units' data is not the only thing to do to create a faction. Perhaps is the worst thing that a developer may do. So try to search for FAQs (Frequently Asked Questions), Dragonchampion, visite the "Create" section of the site, do whatever you believe is right and begin to focus on WML (what is and what you could do). That was my first step on Wesnoth and on everything that is "behind" the game (maps, campaigns, eras, etc...). I'm sure you'll soon become a great forum-master, but you need experience and knowledge on how the forum works (like a true RPG :) )

I suggest to FireMaster to create a whole "races" .cfg for your units, avoiding thus irritating mixes between standard units with yours.
Maybe movements shall be these: monksfoot, magifoot, lightfoot, trueheavyfoot. What do you think?
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Post by FireMaster » November 11th, 2007, 8:52 pm

dontano wrote:I suggest to FireMaster to create a whole "races" .cfg for your units, avoiding thus irritating mixes between standard units with yours.
Maybe movements shall be these: monksfoot, magifoot, lightfoot, trueheavyfoot. What do you think?
No. Last time I did a custom unit it miserably failed.
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Post by irrevenant » November 11th, 2007, 9:19 pm

FireMaster wrote:
dontano wrote:I suggest to FireMaster to create a whole "races" .cfg for your units, avoiding thus irritating mixes between standard units with yours.
Maybe movements shall be these: monksfoot, magifoot, lightfoot, trueheavyfoot. What do you think?
No. Last time I did a custom unit it miserably failed.
That's a good opportunity to learn, by figuring out why it failed, not a reason not to try.

If you get stuck, let us know and we'll help you through.

P.S. Starting with an existing unit file is fine, but ideally it should be so heavily modified as to be unrecognisable by the time you're finished...

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dontano
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Post by dontano » November 12th, 2007, 12:10 pm

I usually structure my era as follows:
- a doc folder which contains units' trees;
- a factions folder which contains .cfg of factions you may use;
- an eras folder which contains the info of your era (always in .cfg);
- a races folder which contains a .cfg with movement costs, resistances and terrain resistances;
- an images folder which contains sprites, halos, projectiles, portraits, etc...
- and finally the units folder (no need to explain :D )
I dunno your working method, but I usually work on this kind of "tree" and it works on 75% lol
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Post by FireMaster » November 15th, 2007, 5:01 am

Darkness

Gimmick:Lots of specials

These guy are all chaotic and vary alot.

Outlaws:

-->Bandit Archer-->Bandit Marksman
Outlaw Fighter-->Outlaw Warrior-->Outlaw Bladechampion
-->Outlaw Mauler

Outlaw Mage-->Dark Mage-->?????????
-->Dark Sorceror-->Necromancer

Undead:

Dark Beast-->Shadow Beast-->Doom Beast

Skeletal Creation-->Skeletal Abomination


Animal:

Bat-->Giant Bat-->Darkness Bat

????????-->???????????-->????????????
Just because I'm a master of fire doesn't mean I'll light your "uber candle"

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Post by FireMaster » November 17th, 2007, 11:50 pm

Here is my first frankenstien!
Attachments
dark_fighter.png
dark_fighter.png (2.18 KiB) Viewed 2111 times
Just because I'm a master of fire doesn't mean I'll light your "uber candle"

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